通过 VR 游戏增强音乐节奏感和表现力

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-05-25 DOI:10.1007/s10055-024-01014-y
Matevž Pesek, Nejc Hirci, Klara Žnideršič, Matija Marolt
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引用次数: 0

摘要

本研究分析了在远程自学环境中使用虚拟现实(VR)游戏作为辅助工具来提高用户节奏表现和感知能力的效果。近年来,远程学习在各种日常生活场景中日益受到重视;然而,在此类场景中使用虚拟现实技术进行个人学习和自我学习的效果尚待评估。在音乐教育中,学习过程通常在很大程度上依赖于与教师的面对面交流,并以正式或非正式课程为基础。本研究旨在探讨游戏化 VR 学习的潜力及其对用户节奏感和知觉能力的影响。我们开发了一款基于塔防场景的击鼓游戏,旨在提高具有不同音乐学习经验的小学生四个方面的节奏感知能力。在这项研究中,14 名小学生接受了 Meta Quest 2 耳机,在为期 14 天的个人训练中单独使用。结果显示,通过对训练前后的节奏表现进行分析,他们的节奏技能有了明显提高。此外,还对玩 VR 游戏和使用 HMD 设置的体验进行了评估,凸显了目前可负担得起的头显在游戏化学习场景中面临的一些挑战。
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Enhancing music rhythmic perception and performance with a VR game

This study analyzes the effect of using a virtual reality (VR) game as a complementary tool to improve users’ rhythmic performance and perception in a remote and self-learning environment. In recent years, remote learning has gained importance due to various everyday situations; however, the effects of using VR in such situations for individual and self-learning have yet to be evaluated. In music education, learning processes are usually heavily dependent on face-to-face communication with a teacher and are based on a formal or informal curriculum. The aim of this study is to investigate the potential of gamified VR learning and its influence on users’ rhythmic sensory and perceptual abilities. We developed a drum-playing game based on a tower defense scenario designed to improve four aspects of rhythmic perceptual skills in elementary school children with various levels of music learning experience. In this study, 14 elementary school children received Meta Quest 2 headsets for individual use in a 14-day individual training session. The results showed a significant increase in their rhythmical skills through an analysis of their rhythmic performance before and after the training sessions. In addition, the experience of playing the VR game and using the HMD setup was also assessed, highlighting some of the challenges of currently available affordable headsets for gamified learning scenarios.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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